if ! use cdinstall
then
einfo "You need to copy pak001.pk4 through pak012.pk4, along with"
einfo "zpak*.pk4 from either your installation media or your hard drive"
einfo "to ${dir}/q4base before running the game."
echo
fi
if use opengl || ! use dedicated
then
einfo "To play the game run:"
einfo " quake4"
echo
fi
}

if ! use cdinstall
then
einfo "You need to copy pak001.pk4 through pak012.pk4, along with"
einfo "zpak*.pk4 from either your installation media or your hard drive"
einfo "to ${dir}/q4base before running the game."
echo
fi
if use opengl || ! use dedicated
then
einfo "To play the game run:"
einfo " quake4"
echo
fi
}

I'm not sure but do we support posting beta games in the official tree, i have a pending bump request, should i close it?_________________Asus M2R32-MVP 580X w/ AMD Athlon 64 X2 4600
2x1024 Corsair CM2X1024-5400C4 (4-4-4-4-12T)
HIS ATI Radeon X1950 PRO/CreativeLabs Audigy(EMU10k1)
Hitachi Deskstar 7K500 500GB SATAII
gentoo-sources-2.6.20-r8
gnome 2.16.3

Feel free to post the ebuild if you want to, I have no copyright on it. At the moment I'm not sure if the beta should even enter the tree - I had problems with xorg hanging. And I have a legacy (search bugzilla for quake4) of disagreeing on a couple of points with the current ebuild maintainer

* player lean, player models lean in the direction of movement
use g_playerLean to scale or disable the effect (client side)
* fix wallhugging on ramps
fix also makes ramps slightly faster
* horizontal speed fully maintained when crouch sliding and hitting a ramp
previous version had a little dip
1.4.1 had a bug that caused a sharp speed drop (this is also fixed)
* RG ammo box 10->7
change was initiallly advertised in 1.4.1 but didn't make it in
* si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max
* predict weapon changes for the local client. more responsive on high ping
(can be turned off with net_clientPredictWeaponSwitch 0)
* revert the projectile code to 1.4.0, not trying to predict projectiles anymore
the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side)
(was causing too many bad artifacts)
* reworked the hit sounds / hit feedback propagation. fixed skipping problems
* change network demo extension to include the protocol number
for Quake 4 1.4.2, the extension is .ndmo85
* fix network demos not setting the si_fps value properly
* fix client prediction being irregular when connected to a TV repeater
* added r_skipSky for a cheap black sky
* fix a crash in single player (sound related)
* fix several SMP-related crashes
* fix a crash in autodownload server
* hud_showSpeed cvar (shows current horizontal speed)
* hud_showInput cvar (shows the input state to learn how to make particular moves)
* s_useOcclusion no longer cheat protected (can be changed by network clients now)
* no gauntlet spinup time, damage is immediate now
* bse_rateLimit defaults to 3, showing all shotgun pellet impacts
* added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails
* updated reference netdemo included for performance tests: id_perftest.ndmo85

doesn't work with QuakeWars. complaints it can't find the alse device doom_________________The best argument against democracy is a five-minute conversation with the average voter
Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king

mmm must be my shoddy soundcard then
the Audigy2 literly blew up last week so I quickly pop down to PC-World to grab another. Seems Creative has stopped selling their EMU10k1/2/x cards and are now pushing X-fi cards and CA0106-based cards (even labeling some CA0106 cards as X-fi)

my card (cheap-o) doesn't have a hardware mixer so I was playing around with ~/.asound to get dmix to work but when defining a new pcm.???? in that file and selecting it in the autoexec.cfg QuakeWars Would just complain

So been playing with PulseAudio and have most things working (have TEamspeak now with mic&snd \o/) HOWEVER... Quakewars is still playing up
if I populate ~/.asound with

Code:

pcm.!default {
type pulse
}
ctl.!default {
type pulse
}

all apps work (very nicely and pulseaudio does it job VERY well) BUT quakeWars complains it cant open the device

Code:

snd_pcm_open SND_PCM_STREAM_PLAYBACK 'default' failed: No such file or directory

If I drop say yr .asoundrc into mine and set QW to use "doom" for its PCM it complains the same message but default replaced with "doom"

Only way around it is to either set snd to "oss" and then no other snd app will work OR comment out the re-defining what ALSA's default snd system is .

NOw all ALSA apps should just work with PulseAudio so I am guessing one of 3things
1) my cheap-ass card too cheap (was a imidiate buy to fill a gap, since it is very hard to find a decent snd card now esp with the EMU being dropped by creative)
2) QuakeWars has an incomplete ALSA/OpenAL implementation
3) I am running 64bit and the emul-sound libs are lacking PulseAudio 32libs <-- this is more then likely why pulseaudio is FAIL with QW at the moment_________________The best argument against democracy is a five-minute conversation with the average voter
Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king

yer planning todo. But Xmas and all. On my list of things to buy in the new year. Would really like to just get this sorted tho
I have an idea (disabled HAL auto-setting pulseaudio and manually added an extra sink and hope that works with QW) will try tomorrow_________________The best argument against democracy is a five-minute conversation with the average voter
Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king